ConductCognition
PlatformTestsEvidencePricingGuidesOffline
Log InStart Free
  1. Home
  2. /Tests
  3. /Virtual Maze Navigation

Episodic Memory

Virtual Maze Navigation

Also called: virtual navigation task, virtual water maze task, spatial navigation task, virtual maze learning task

Measure spatial learning and memory: participants learn where a star is hidden in a maze seen from above, then reach it from corners never used before.

5-10 minUntimed

Create a study with this testPreview it free

Free to start: 10 free participants per account, then $0.99 per participant for academic research, or any yearly plan. Preview any test free after you sign up.

Papers, 2021 to 2025
199
Evidence grade
C
Registered clinical studies
14
How these are counted
Path efficiency to the star
Learn where a star is hidden in a maze, then reach it from new starts
  • Overview
  • Evidence
  • Task design
  • Quality checks
  • Settings
  • Cite
  • Questions

What it measures

Measures spatial learning and memory with a hidden star in a maze seen from above. Participants walk through a maze our code grows, seeing only along the paths from where they stand, and learn where the star is over several starts from the sides. The main score is how directly they reach it from corners never used before.

Constructs

  • Spatial learning
  • Spatial memory
  • Wayfinding

Research uses

  • Spatial memory and navigation research
  • Aging and memory studies
  • Hippocampal function research
  • Within-study group comparison

How the paradigm works

Virtual maze navigation measures spatial learning and memory with the logic of the water maze (Morris, 1984): a goal hidden in one place is learned over trials that start from different sides, then tested from a start never used before. It follows the computer form of Commins and colleagues (2020), in which a platform hidden in the middle of one quadrant is learned over trials of 60 seconds from the north, south, east and west, and a probe starts from a new place. Here the arena is a maze seen from above, grown by our code from the session's seed, and the participant moves a marker one cell at a time with the arrow keys or the arrow buttons. Only the paths in sight from where the marker stands are shown and the rest of the maze is dark, so its layout has to be learned. A star hidden in the middle of one quadrant stays there for the whole test and shows only when its cell is entered.

More about the paradigm

The standard session has a 7 by 7 maze with loops, 8 learning trials (two rounds that start once from the middle of each side, in a seeded order) and 3 probe trials that start from the corners outside the star's quadrant. A trial ends when the star is found or after 60 seconds; when a learning trial reaches its limit, the star is shown for 2 seconds. Two practice trials in a small maze come first. Every move is kept with its time and whether it came from a key or a button.

The main score is probe path efficiency: on each probe trial, the shortest route to the star divided by the moves taken to reach it, so 1 is the shortest route and 0 means the star was not reached in time, averaged over the probe trials. The same ratio over the learning trials after the first, the moves of the first search, the trials in which the star was found, presses toward a wall, the time between moves and the total time are also reported. Presses under 100 ms after a maze appears are counted as anticipations and do not move the marker. Scores support research and do not diagnose.

Scores

Probe Path Efficiencyscore
On each probe trial, the shortest route to the star divided by the moves taken to reach it (0 when it was not reached), averaged over the probe trials.
Higher is better; 1 is the shortest route
Probe Stars Foundcount
Probe trials in which the star was reached before the time limit.
Higher is better
Learning Path Efficiencyscore
The same ratio averaged over the learning trials after the first, in which the star's place was still unknown.
Higher is better
Learning Stars Foundcount
Learning trials in which the star was reached before the time limit.
Higher is better; none found is flagged for review
First Search Movesmoves
Moves on the first learning trial, the first search for the star.
Informational
Wall Bumpscount
Presses toward a wall, which do not move the marker, over all test trials.
Informational
Median Time per Movems
Median time from one move to the next.
Informational; depends on keys or buttons
Total Timeseconds
Time from each trial's onset to the star, summed; a trial in which it was not found counts its time limit.
Informational
Anticipationscount
Presses under 100 ms after a maze appeared, which did not move the marker.
Lower is better
Planned Trialstrials
Learning and probe trials the session planned to show.
Informational
Total Trialstrials
Learning and probe trials shown in the scored run.
Fewer than planned is flagged for review

Use and evidence

199 papers from 2021 to 2025 name this task in their title or abstract, up 39% compared with 2016 to 2020. That ranks it 122 of 395 test families in our census. See the counts for every test.

2021 to 2025, the years gradedEarlier years
Papers per year naming the Virtual Maze Navigation, 2000 to 2025Bar chart. 2021: 29; 2022: 36; 2023: 58; 2024: 34; 2025: 42 papers. Peak year 2023.02040602000: 1 papers2001: 5 papers2002: 10 papers2003: 7 papers2004: 5 papers2005: 3 papers2006: 6 papers2007: 15 papers2008: 15 papers2009: 17 papers2010: 20 papers2011: 17 papers2012: 16 papers2013: 20 papers2014: 18 papers2015: 26 papers2016: 25 papers2017: 24 papers2018: 26 papers2019: 31 papers2020: 37 papers2021: 29 papers2022: 36 papers2023: 58 papers2024: 34 papers2025: 42 papers200020052010201520202025
Papers per year naming the Virtual Maze Navigation, 2000 to 2025Bar chart. 2021: 29; 2022: 36; 2023: 58; 2024: 34; 2025: 42 papers. Peak year 2023.02040602000: 1 papers2001: 5 papers2002: 10 papers2003: 7 papers2004: 5 papers2005: 3 papers2006: 6 papers2007: 15 papers2008: 15 papers2009: 17 papers2010: 20 papers2011: 17 papers2012: 16 papers2013: 20 papers2014: 18 papers2015: 26 papers2016: 25 papers2017: 24 papers2018: 26 papers2019: 31 papers2020: 37 papers2021: 29 papers2022: 36 papers2023: 58 papers2024: 34 papers2025: 42 papers200020052010201520202025
Papers per year whose title or abstract names this task (OpenAlex).
Show the numbers
YearPapers
202542
202434
202358
202236
202129
202037
201931
201826
201724
201625
201526
201418
201320
201216
201117
201020
200917
200815
200715
20066
20053
20045
20037
200210
20015
20001
C

Use grade C

100 to 299 papers from 2021 to 2025.

C

Evidence grade C

At least 2 test-retest papers, 30 reliability or validity papers or 3 registered clinical studies.

Papers on test-retest reliability
3
Papers on reliability or validity
25
Registered clinical studies using it as an outcome
14
How the grades work

Use: A is 1,000 or more papers from 2021 to 2025, B 300 to 999, C 100 to 299, D 30 to 99 and E fewer than 30. Evidence: A means at least 25 papers report its test-retest reliability and at least 25 registered clinical studies use it as an outcome; B, at least 8 test-retest papers, and either 5 registered clinical studies or 150 reliability or validity papers; C, at least 2 test-retest papers, 30 reliability or validity papers or 3 registered clinical studies; D, little published measurement evidence found. The counts measure use. They include every paper that names the task in its title or abstract. Grades describe the published research on this task, not ConductCognition's version of it.

Source: ConductCognition test census 0.14.0, counted 31 October 2026 from OpenAlex and ClinicalTrials.gov.

Task design

The trial sequence as the test runs in ConductCognition.

Maze
7 by 7 cells (standard; or 9 by 9), grown from the session's seed by the growing-tree method and then braided: each dead end is opened into a neighbor with probability 0.5, so loops give more than one route.
View
Seen from above. Only the cells along open paths from the marker, up to a wall, are lit; the rest of the maze is dark apart from its outer edge. Nothing marks the path walked.
Star
Hidden in the middle of one quadrant, drawn from the seed, and in the same place for the whole test. It shows only when its cell is entered.
Trials
8 learning trials (standard; 4 or 12), each round starting once from the middle of each side in a seeded order, then 3 probe trials from the corners outside the star's quadrant. Two practice trials in a 5 by 5 maze come first, the same for everyone.
Moves
Arrow keys or on-screen arrow buttons, one cell per press. A held key moves once, a press toward a wall is counted and does not move, and presses under 100 ms after a maze appears are counted as anticipations.
Time
60 seconds per trial (standard; 30 to 120), with 500 ms of blank screen before each trial. A found star stays for 800 ms; at the limit of a learning trial the star is shown for 2,000 ms, and a probe trial ends without showing it.
Data
Every move with its time and whether it came from a key or a button, from which the scorer replays each trial on the saved maze.

Water maze studies remove the goal on the probe trial and score the time spent near its place. Here the star stays on the probe trials and the score is how directly it is reached. The source shows an open arena in first person; here a maze is seen from above with only the paths in sight lit.

Quality checks

Each session is marked valid, needs review or invalid, with the reason, before you see its scores.

Scored rows: virtual_maze_navigation_trial from the scored run, one per trial. A trial has no chance level, so accuracy is not judged against chance. A trial in which the marker never moved before the time limit is a missed response: more than max(3, 25%) invalidate and any is flagged. A session in which the star was never found while learning, or a short run, is flagged for review.

Why these rules

There is no correct option to compare with chance, so accuracy is not judged against chance. The probe trials test memory for a place the participant has already found; if the star was never found while learning, they measure search instead. A trial with no move at all is not an attempt and signals non-engagement. These limits are ConductScience choices: the sources set none.

Running this test

Settings you can change

SettingStandardAllowed
Learning trials8 (standard)4 (one round), 8 (standard), 12 (three rounds)
Time per trial (seconds)6030 to 120
Maze size7 by 7 (standard)7 by 7 (standard), 9 by 9

Yearly plans can change settings within these limits. Free and pay-as-you-go studies use the standard settings.

How test settings work

Need a setting this test does not have?

Devices and languages

  • Untimed test: runs on desktops, laptops, tablets and phones. Participant devices
  • Languages: English, Spanish, French, German, Italian, Portuguese (Brazil), Chinese (Simplified) and Japanese.
  • Available on: Every plan, including the free plan.
  • Recruiting online? See the setup guides for Prolific, Sona Systems, CloudResearch Connect and Qualtrics.

Cite and describe

Methods text, with the standard settings

Participants completed the Virtual Maze Navigation task in a web browser (ConductCognition task version 1.0.0, scoring version 1.0.0; Morris, 1984; computer form after Commins et al., 2020), with the standard settings (learning trials: 8; time per trial (seconds): 60; maze size: 7 by 7). The main score was probe path efficiency (on each probe trial, the shortest route to the star divided by the moves taken to reach it (0 when it was not reached), averaged over the probe trials).

ConductCognition versions: task version 1.0.0, scoring version 1.0.0. Every export records the versions each session used, for a methods section.

  • Morris, R. (1984). Developments of a water-maze procedure for studying spatial learning in the rat. Journal of Neuroscience Methods, 11(1), 47-60. https://doi.org/10.1016/0165-0270(84)90007-4The paradigm: a goal hidden in one place and learned from different starts.
  • Commins, S., Duffin, J., Chaves, K., Leahy, D., Corcoran, K., Caffrey, M., Keenan, L., Finan, D., & Thornberry, C. (2020). NavWell: A simplified virtual-reality platform for spatial navigation and memory experiments. Behavior Research Methods, 52(3), 1189-1207. https://doi.org/10.3758/s13428-019-01310-5The computer form: a goal in the middle of one quadrant, 60-second trials from four starts, a probe from a new start and the arrow keys.

Source papers

  • Commins S, Duffin J, Chaves K, Leahy D, Corcoran K, Caffrey M, Keenan L, Finan D, Thornberry C (2020). NavWell: A simplified virtual-reality platform for spatial navigation and memory experiments. Behavior Research Methods, 52(3), 1189-1207.Paradigm source, Young adults in the source

Questions

How long does the Virtual Maze Navigation take?

About 5 to 10 minutes, as listed in the test library.

What device does a participant need?

Untimed test: runs on desktops, laptops, tablets and phones. The browser must be Chrome, Edge, Firefox or Safari.

What scores does it produce?

Probe Path Efficiency, Probe Stars Found, Learning Path Efficiency, Learning Stars Found, First Search Moves, Wall Bumps, Median Time per Move, Total Time, Anticipations, Planned Trials and Total Trials. Each session is also marked valid, needs review or invalid, with the reason.

How widely is the Virtual Maze Navigation used in research?

199 papers from 2021 to 2025 name it in their title or abstract, up 39% compared with 2016 to 2020. That ranks it 122 of 395 test families in the ConductCognition test census (use grade C). Source: ConductCognition test census 0.14.0, counted 31 October 2026 from OpenAlex and ClinicalTrials.gov.

How much reliability evidence does the Virtual Maze Navigation have?

In the published research, 3 papers report its test-retest reliability and 14 registered clinical studies use it as an outcome (evidence grade C in the ConductCognition test census).

Which settings can a researcher change?

Learning trials (4 (one round), 8 (standard), 12 (three rounds)), time per trial (seconds) (30 to 120) and maze size (7 by 7 (standard), 9 by 9). Settings can be changed on yearly plans; free and pay-as-you-go studies use the standard settings.

Which languages can participants use?

Participants can take this test in English, Spanish, French, German, Italian, Portuguese (Brazil), Chinese (Simplified) and Japanese. English is on every plan, and the other languages come with yearly plans. Have a native speaker read the machine-translated text before launch.

Is this a clinical test?

No. ConductCognition is for research use only. It runs, scores and exports the test; clinical interpretation is outside the platform.

Every test: the full test list.

Run this test in your next study

Start free with 10 free participants on any test, then use participant credits or a yearly plan.

Start freePreview it free

Related tests

Maze Tracing TestSpatial Recognition MemoryPaired Associate Learning
ConductCognition

Hosted browser-native cognitive testing for academic and commercial research workflows.

A product of ConductScience, Inc.

Tests

  • All cognitive tests
  • Use and evidence
  • Test norms
  • Trail Making Test
  • N-Back Task
  • Automated scoring
  • Study design

Guides

  • Recruitment setup
  • Participant devices
  • Prolific
  • Sona Systems
  • CloudResearch Connect
  • Qualtrics

Use cases

  • Student participant pools
  • Aging and dementia research
  • Clinical trials
  • US clinical research
  • Remote testing

Compare and buy

  • Pricing
  • Compare platforms
  • Offline edition
  • FAQ

Trust

  • Study Quality Monitor
  • HIPAA-ready testing
  • Data export
  • Privacy Policy
  • Terms of Use
  • Data Policy

Company

  • ConductScience
  • Affiliate Program
© 2026 ConductScience, Inc. Research use only.